Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 Looks like it works. Missing the blend file for the greaves as well now. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 26 minutes ago, Stan` said: Looks like it works. Missing the blend file for the greaves as well now. after tons of try yeah it worked but for some reason went farther than animation. Animations committ wouldn't even reach 2mb. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 20, 2019 Report Share Posted August 20, 2019 Would it have been better for rendering if you just made a couple new unit meshes for the greaves, instead of adding eleventy billion draw calls to the screen with greave props? They look nice tho. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 Just now, wowgetoffyourcellphone said: Would it have been better for rendering if you just made a couple new unit meshes for the greaves, Yes it would have. Assuming the greaves have three textures that's at least 4 draw calls per greave Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 Rome_champ: 24 Mace_champ_e: 28 athen_infantry_spearman: 30 (this one is using weapon texture update just like mace champ) Spoiler Not every unit texture has specularity neither normal map in each texture. Some of them has specularity but don't have it properly on the greaves. And working with the uv in the current state only @wackyserious and @LordGood know how. To be honest the uv in the current state having to stretch the chest and the legs make it kinda annoying to bake textures using 3D Bake. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 20, 2019 Author Report Share Posted August 20, 2019 Greaves Blend file link: https://drive.google.com/open?id=1YQG-ofV8zwtf6T-tNxhCCRHOxOVUQ3nc Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 Thanks Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 21, 2019 Report Share Posted August 21, 2019 I only used specs on armors to make the spec maps as something general and avoid having too much png files. Would it be possible to stack up spec png? Like have to assigned spec maps, one as an armor and the other for greaves etc? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 4 hours ago, wackyserious said: Would it be possible to stack up spec png? Like have to assigned spec maps, one as an armor and the other for greaves etc? I'm not sure I understand can you rephrase that ? Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 21, 2019 Report Share Posted August 21, 2019 I mean, simultaneously use two separate spec .png in one actor. 12 hours ago, Alexandermb said: Not every unit texture has specularity neither normal map in each texture. Some of them has specularity but don't have it properly on the greaves. And working with the uv in the current state only @wackyserious and @LordGood know how. To be honest the uv in the current state having to stretch the chest and the legs make it kinda annoying to bake textures using 3D Bake. I also do not quite get the context here. Weren't the greaves a separate prop now? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 17 minutes ago, wackyserious said: I mean, simultaneously use two separate spec .png in one actor Nope, you cannot. However you should never need to. Because if the actor has the prop in its texture then the spec map will be different there, and if the prop has a different texture then it should be a different mesh and have its own actor. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted August 29, 2019 Report Share Posted August 29, 2019 Moved the topic to the completed art tasks. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 1, 2019 Author Report Share Posted September 1, 2019 Good enough? Spoiler I've just done this gorgon face for attach it to lo que me de la gana: Spoiler 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 1, 2019 Report Share Posted September 1, 2019 For some reason feels more Japanese than greek to me. Do you have the reference ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 1, 2019 Author Report Share Posted September 1, 2019 6 minutes ago, Stan` said: For some reason feels more Japanese than greek to me. Do you have the reference ? Yep, this one: Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 1, 2019 Report Share Posted September 1, 2019 You'll need the other details for it to be credible. Gorgona without snakes... Meh Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 1, 2019 Author Report Share Posted September 1, 2019 Just now, Stan` said: You'll need the other details for it to be credible. Gorgona without snakes... Meh The greave was this: Spoiler doesn't have snakes neither Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 1, 2019 Report Share Posted September 1, 2019 It did have hair on the sides though and those weird protuberances. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 1, 2019 Report Share Posted September 1, 2019 It did have hair on the sides though 1 Quote Link to comment Share on other sites More sharing options...
Carltonus Posted August 18, 2020 Report Share Posted August 18, 2020 (edited) @Nescio, in my opinion, the wearing of one greave is somewhat unconventional in battle, probably for show-off at peacetime, and a Latin tradition. Greeks, likely out of date range of this game. Maybe one-greave soldiers (especially with intricate designs) can be a rare occurrence, like in 1 out of 10? Gladiators may be an exception. Edited August 18, 2020 by Carltonus Quote Link to comment Share on other sites More sharing options...
Carltonus Posted October 6, 2022 Report Share Posted October 6, 2022 Finally, they understood. Still, the advanced and elite Macedonian pikemen, elite Iberian spearmen, and Samnite spearmen continue to be one-greavers as of alpha 26. Anyone willing? The latter can be like the gladiators, some may wear only one or both. Quote Link to comment Share on other sites More sharing options...
ProtoMan Posted October 6, 2022 Report Share Posted October 6, 2022 How are you guys doing this? I don't see any importer or exporter on the forum? Is 3DS Max 5 and 2012 supported? Are the animations all in one model or it's separate like Mega Glest.(1 anim per model. Does it use biped physique or skin? Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 6, 2022 Report Share Posted October 6, 2022 2 hours ago, ProtoMan said: How are you guys doing this? I don't see any importer or exporter on the forum? Is 3DS Max 5 and 2012 supported? Are the animations all in one model or it's separate like Mega Glest.(1 anim per model. Does it use biped physique or skin? Using Blender. 3Dsmax 5 maybe, although pretty sure it doesn't run anymore. Each animation is a file, although you can reuse them if you have the same armature. It uses vertex weights. 1 Quote Link to comment Share on other sites More sharing options...
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